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Connoisseur - S Collection
Connoisseur - S Collection
M
any different mages, sages or even Aldron’s Firebox
sorcerers craft recipe after recipe every
day, yet many are forgotten to the Wondrous Item, Rare
annuls of history. Some could break the This small box is warm to the touch and great for
fabric of reality and have long since adventurers of all ages. As an action, this box unfolds to
been destroyed. Many still exist, much reveal a magic campfire. This fire is warm, comfortable, and
to the dismay of all. Some have only cannot be doused by any action beyond refolding the box.
minor effects while some are strictly more powerful than Otherwise, the campfire is a normal fire.
well-known magical tools. These are some of the few to
survive throughout time, either with happiness or disgust Ambrosial Ladle
from magic users. One certain collector has begun the Wondrous Item, Legendary (Requires Attunement)
process of procuring all of these items. Will you be one of the This ladle has been passed down the dwarven clan of
many to help or hinder him? Skullcrusher and was been forged using the heart of a red
dragon. The ladle is made of what appears to mithril and has
the likeness of a dragon on the handle. Whenever you make
New Magic Item Types food with this ladle, that food removes one level of exhaustion
Consumables work like potions as in they are used and restores 4d4 + 4 hit points. As a bonus action on your
up after a single use. turn, you can transform this ladle into a Dragon Slayer
Magical Ammunition works as it says in the DMG;
Warhammer with a +3 bonus, instead of +1.
after a hit, they lose their magic
Tomes are ritual books with spells that normally
cannot be cast as a ritual but can be if you use the Amulet of Amplification
book. Any spell casting class can cast them as Wondrous Item, Common
rituals but wizards can still only get spells from This amulet has a strange design, the focal point of it is a
their spell list with the book.
mass of metal shaped in a cone. While wearing this amulet,
Reagents can be added to a spell to increase the
effectiveness of it. Reagents can only be used for a you may cast Thaumaturgy, choosing yourself as the target.
certain type of spell or specific spell. If they can
only be used for a type of spell, they are used up Amulet of The Diplomat
after one use. Wondrous Item, Rare (Requires Attunement)
Whetstones can be used to make non-magical Many different people, who love to get what they want, try
weapon magical, any non-magical weapon can be
to get their hands on one of these items. The Amulet has 5
sharpened with a whetstone. Any weapon can only
be sharpened with one whetstone at a time. charges. You may expend 1 charge to gain advantage on your
next persuasion check within the next minute. If the amulet
goes to 0 charges, roll 1d6. If you roll a 1, the amulet loses its
magical properties. The amulet regains 1 charge at midnight.
Acrobat's Harness
Wondrous Item, Very Rare (Requires Attunement) Amulet of the Gravekeeper
A harness is closest term the inventor could think of for Wondrous Item, Rare (Requires Attunement)
these cloth links that wrap around most of the muscles on the A dark metallic chain with an onyx skull that almost
arms. While attuned to this belt, you have advantage on whispers secrets of the damned. While attuned to this
Dexterity (Acrobatics) checks and can use an Acrobatics necklace, the user can see up to 30ft into the ethereal plane.
check instead of Athletics to climb. The wielder also has advantage on perception and
investigation checks against undead.
Acid-Washed Gloves
Wondrous Item, Very Rare (Requires Attunement)
Arcanist's Glasses
These almost completely white gloves are covered in acidic Wondrous Item, Rare
burns but rarely have any form of holes. While attuned to These violet spectacles increase your sensitivity to the
these gauntlets, you have resistance to acid damage and subtle patterns of magic. While wearing these glasses, you
weapons you wield deal magical acid damage instead of their have advantage on Arcana checks.
normal damage.
Armor of Dark Majesty
Studded Leather, Rare
This armor is studded with gleaming, brass studs that
flicker with hellish energies. You gain a +1 bonus to AC while
wearing this armor. Additionally, you may gain advantage on a
Deception or Intimidate check. This ability can only be used
once per long rest.
Aldron’s Firebox
Armor of Shared Health Bed of Rapid Rest
Armor (Light), Rare (Requires Attunement) Wondrous Item, Rare
This armor seems almost patchwork, consisting mostly of This comfortable bed is a wonder to sleep, but to carry
stitches and cloth patches. While attuned to this armor, you around with you daily, not so much. When you take a long
may use your bonus action when you heal an ally to gain half rest in this bed, you only require 4 hours, instead of your
as many hit points, rounded down, that you healed the ally normal amount of time, to gain the benefit of a long rest.
for. You may use this power once per short or long rest.
Belt of Blood
Assassinbane Armor Wondrous Item, Uncommon (Requires Attunement)
Armor (Any), Very Rare (requires Attunement) This bloodstained belt helps you recover from serious
This armor is commonly adorned with hundreds of small injuries. While you are attuned to this belt and you spend a
eye motifs. While attuned to this armor, you become more hit die, you regain additional hit points equal to your
attuned to sneak attacks and surprises. You gain a +1 bonus constitution modifier.
to AC while attuned to this armor. Also, you cannot be
surprised while attuned to this armor. Belt of Opposing Strength
Wondrous Item, Rare (Requires Attunement)
Backbiter Spear Being almost identical to a belt of Hill giant strength, this
Spear, Uncommon belt is commonly worn by unlucky adventurers who have,
In response to your botched attack, this weapon lurches in unwillingly, broadened their horizons. While wearing this
your hands, striking you instead of your foe. You gain a +1 belt, your strength score becomes 21. If your strength score is
bonus to attack and damage rolls with this weapon. equal to or greater than 21, this belt has no effect on you.
Whenever you miss with an attack by more than 5 with this Cursed: Once you have attuned to the belt, during your
weapon, the spear lunges back and stabs you. Make an attack next long rest, you become of the opposing gender or a
roll against yourself and take 10 piercing damage if you hit. physical gender of the DM's choosing if you do not have a
gender. This belt can only be removed by Remove Curse or an
Bands of Equilibrium equivalent spell.
Blossom of Scars
Boots of Jaunting Breeder's Gauntlet
Wondrous Item, Rare (Requires Attunement) Wondrous Item, Rare
These dark leather boots help you move unhindered in the Most of these gauntlets are leather gloves with metal bands
battlefield. While attuned to these boots, you can teleport 5-ft that have arcane sigils for animal kingdoms on them. When
as a bonus action. you touch a beast with these gauntlets, you may make them
better for breeding in one of three ways: you can change the
Boots of Other Paths color of their coat or equivalent, increase their movement
speed by 5 feet or increase their hit dice by one. A creature
Wondrous Item, Rare may only be under one effect at a time. When a creature with
These fine leather boots lead you down paths you might under this effect breeds, the effect is given to the offspring
not normally take. As a reaction when you move, you can and those creature's offspring naturally.
ignore the normal effects of any terrain you walk over until
the beginning of your next turn. This power can only be used Bridle of Conjuration
once per short or long rest.
Wondrous Item, Rare
This simple leather bridle conjures a magical mount for
Bottled Twilight your use. As an action, you can conjure a magical Riding
Wondrous Item, Uncommon Horse in a space adjacent to you. The horse will obey orders
This black glass bottle created in the feywild holds the to the best of its ability but cannot attack, even in defense.
power of dusk to make light fade. As an action, you can pull The horse disappears after 12 hours or if reduced to 0 hit or
the cork off of this bottle and make all light sources within fewer points. Once you summon the horse, it cannot be
50-ft of the bottle can only produce dim light. This effect lasts summoned again until next dawn.
10 minutes and can only be used once every long rest.
Brimstone Cloak
Bowl of Purity Wondrous Item, Very Rare (Requires Attunement)
Wondrous Item, Rare This gothic black cloak smells faintly of sulfur and helps
This earthenware bowl was made by dwarven clerics in resist both fire and poison. While attuned to this cloak, you
order to better protect any visitors from assassins within the have resistance to fire and poison damage. You also have
town. Whenever food or water is placed into this bowl, it is advantage on saving throws against poison.
purified as though Purify Food and Drink was cast on it.
Brown Dragonscale Armor
Bracers of Iron Mind Scale Mail, Very Rare (Requires Attunement)
Wondrous Item, Rare (Requires Attunement) This armor is made from the scales of the extremely
These bracers are made of a soft and malleable metal, elusive brown dragon and smells of baked sand. While
perfect for an intelligent mind to work with. While attuned to attuned to this armor, you gain a +1 bonus to AC, advantage
these bracers, you may use your intelligence modifier instead on saving throws against the frightful presence and breath
of your dexterity modifier for calculating your AC. weapons of dragons and have resistance to fire damage. Also,
you gain a burrowing speed equal to your speed and can
Bracers of Infinite Blades burrow through stone and do not require water when in
Wondrous Item, Very Rare (Requires Attunement) desert-like conditions.
These leather bracers hold a sharp secret, or secrets I
should say. As a bonus action, you may draw up to 3 +1 Magic Calcified Whetstone
Daggers from the bracers. These daggers last until the end of Whetstone, Rare
your turn then disappear back into the bracers. This bone white stone offers your blade the chance to cut
with the power of life eating energy. You may spend 5
Bracers of Mental Might minutes sharpening a weapon with this whetstone. If you do,
Wondrous Item, Rare (Requires Attunement) that weapon counts as magical for the purpose of overcoming
The adage, “mind over matter,” truly applies when you wear resistance and deals an additional 1d4 necrotic damage with
these light gray bracers. While attuned to these bracers, you it's attacks. The magical effect of the whetstone only works
can use your intelligence modifier instead of your normal on one weapon at a time. This effect last until your next long
modifier for Acrobatics, Athletics, Sleight of Hand and rest.
Stealth checks.
Breeder's Gauntlet
Cask Of Liquid Gold Chaos Storm Dagger
Wondrous Item, Rare Dagger, Very Rare
This large cask has an almost indefinite amount of The blade of this weapon constantly changes color, making
dwarven ale within. At the start of each day, the cask fills to a beautiful show to anyone looking at it. You gain a +1 bonus
its full volume with dwarven ale. Any ale taken from the ask to attack and damage rolls with this weapon. Also, whenever
evaporates if it has not been consumed when the cask refills. you hit with this weapon, roll 1d6. This weapon deals a bonus
2d4 damage with the type of damage rolled.
Catnip Cincture Chaos storm Damage type
Wondrous Item, Common Number Damage Type
This belt smells faintly of natural herbs and is adorned 1 Fire
with multiple cat paws. While wearing this item, feline
creatures must make a wisdom saving throw (DC 15) or 2 Cold
cannot attack you. There is also a fifty percent chance that, 3 Acid
when you wake up, a kitten or group of felines is sleeping
near you or on you. 4 Radiant
5 Lightning
Cat's Paw Dagger 6 Necrotic
Dagger, Common
Commonly given to children or young chefs, the pommel of Choker of Choking
these useful daggers, that can't cut your own flesh, is shaped
Wondrous Item, Uncommon
like a cat's paw. While holding this dagger, you cannot harm
This beautiful choker fits perfectly onto anyone's neck....
yourself with it.
Maybe a bit too perfectly. While wearing this choker, you have
advantage on Persuasion checks however you have
Caustic Whetstone disadvantage on concentration checks and must pass a DC
Whetstone, Rare 13 constitution saving throw to attack or cast a spell. A failure
This metallic green sharpener drips acid when touched to makes the attack miss, no matter what.
a weapon. You may spend 5 minutes sharpening a weapon
with this whetstone. If you do, that weapon now counts as Cincture of The Dragon Spirit
magical for the purpose of overcoming resistance and deals
Wondrous Item, Rare
an additional 1d4 acid damage. The magical effect of the
This belt's buckle takes the form of a massive and powerful
whetstone only works on one weapon at a time. This effect
dragon head. Wearing it fills you with a strange bravado.
last until your next long rest.
While wearing this item, you may use your strength modifier,
instead of your charisma modifier, for intimidation checks.
Censer of Peace
Wondrous Item, Very Rare Circlet of the Collective
This censer is a golden urn filled with a multitude of herbs
Wondrous Item, Very Rare (Requires Attunement)
and has extremely calming scents coming from it. As an
This golden circlet seems to whisper to you as you wear it,
action, you may light the censer. Any creature that can smell
each whisper is in a different language but each is as clear as
the scent of the censer must make a DC 15 wisdom saving
common. While attuned to this circlet, you can speak and
throw or be unable to attack or cast spells while the censer is
read any language that a friendly creature within 30-feet can
lit. The creature can repeat the saving throw if they cannot
speak.
smell the censer every minute. A creature who passes the
saving throw is immune to the effects of the censer for 24
hours. The censer remains lit for up to 5 minutes and it takes Circlet of Portals
a bonus action to put it out. The censer can be lit again after Wondrous Item, Rare
the next time the sun is at its peak. This circlet has several embedded gemstones that glimmer
beautifully. Every gem show snapshots of another world. The
Challenge-Seeking Weapon emerald shows the feywild, Ruby the nine hells and the jet
shows the underdark to name a few. While wearing this
Weapon (Any), Uncommon
circlet, you may spend 1 hour, casting a ritual, to find the
This weapon seeks the blood and flesh of new enemies.
location of each portal to another plane within 10 miles.
This weapon deals an additional 1d6 of its damage to any
creature that has all of its hit points.
Collar of Evolution
Crown of Command Deathward Shield
Wondrous Item, Very Rare (Requires Attunement) Shield, Rare (Requires Attunement)
This ornate golden crown greatly enhances your diplomatic Emblazoned with a large skull, this ebony shield with
and intimidation skills to those that believe you to be worthy golden studs protects you from dark energies. While attuned
of that crown. While attuned to this crown, any creature with to this shield, you have resistance to Necrotic damage and
intelligence of 10 or more must make a DC 15 intelligence advantage to saving throws against attacks that would deal
saving throw or believe you are of royalty until you do necrotic damage.
something that would make them think otherwise. A creature
that succeeds is immune to all effects of the crown. You are Death Brink Armor
also able to cast the spell Command once per short or long Armor (Medium or Heavy), Very Rare (Requires Attunement)
rest. The chest of this dark black armor is adorned with a
golden fist gripping onto the area where the heart would be.
Crown of the Goliath Champion You have a +1 bonus to AC while attuned to this armor. Death
Wondrous Item, Legendary (Requires Attunement) must reach even farther to take the wearer to the other side.
This crown is made of bone with carved archaic markings. You must fail another death saving throw to die, meaning you
While attuned to this item, you have resistance to thunder must fail 4 death saving throws.
damage, you become naturally adapted to cold environments
and you count as one size larger for the purpose of your push, Death Song Ring
drag or lifting weight. Additionally, when you are hit by an Ring, Very Rare (Requires Attunement)
attack, you can use your reaction and use a hit die to become While wearing this skull-like ring, a faint humming echoes
resistant to all forms of damage until the start of your next in your ears and gets louder the closer you get to death's door.
turn. This ability can only be used once every 7 days. Your attacks deal an additional 1d6 necrotic damage and
whenever you make a death saving throw, each creature
Crystal Armor within 15ft makes a constitution saving throw (Dc: 14) or
Armor (Heavy), Very Rare (Requires Attunement) takes 2d6 necrotic damage. If you send a creature to below 1
As opposed to metal, this armor either has gemstones hit point, you stabilize and regain 2d6 hit points. Creatures
placed inside the armor or is made in its entirety out of that are deafened are immune to this.
gemstones. While attuned to this armor, you gain a +1 bonus
to AC. Also, you can shed dim light in a 5ft radius as a bonus Death Spiral Ring
action. When you are hit by an attack that deals radiant Ring, Very Rare (Requires Attunement)
damage, each creature within 10ft must make a DC 13 This ring appears to be made of onyx or a similar material,
dexterity saving throw or be blinded until the end of your next woven into dizzying spirals. While attuned to this ring, you
turn. Also, you cannot be blinded while wearing attuned to may spend your reaction when a creature within 50ft drops to
this armor. 0 hit points to teleport within 5ft of that creature. Using this
power is quite tiring to the user. Your speed is halved,
Darkleaf Shield rounded down, on your next turn. You may only use this
Shield, Rare ability once per long rest.
Shadowfell gravetrees provide the tightly woven branches
and black leaves that form this shield. You gain a +1 bonus to Deepfarer's Pouch
AC with this shield. Additionally, you can use your action to Wondrous Item, Rare
extinguish out all non-magical flames in 30-feet of you. This oilskin pouch holds more than it should, including a
small rube that extends from the inside. The pouch contains
Darksteel Weapon 1 hour's worth of air, which remains fresh indefinitely. Once
Weapon (Any), Rare the air in the pouch has been used, you can refresh the supply
A weapon made from darksteel is nigh-impossible to break by exposing the open pouch to air during a short rest.
and many fighters would kill, literally and figuratively, for one
of these weapons. Weapons made from darksteel are pitch Defensive Staff
black in color. Any weapon made from darksteel is Quarterstaff, Rare
indestructible. Being made of mostly steel and other metals, this staff is
quite good at protecting the user. You gain a +1 bonus to
Dazzling Weapon attack and damage rolls with this weapon and gain a +1
Weapon (Any Light weapon), Rare bonus to AC while wielding it.
Similar to a weapon wielding by a well-known Do'urden,
this weapon seems to sparkle with radiant light barely
contained within it. You gain a +1 bonus to attack and
damage rolls with this weapon. Whenever you hit with this
weapon, you can choose or do its normal damage or radiant
damage. As a bonus action, you make the dazzling weapon
shine bright light in 20-feet and dim light for another 20-feet.
Deathward Shield
Dimensional Gloves Earth-Splitter Axe
Wondrous Item, Very Rare (Requires Attunement) Weapon (Any Axe), Very Rare (Requires Attunement)
These gloves are made of a light metal that has an emerald You gain a +2 bonus to attack and damage rolls made with
hue while having the flexibility of cloth. While attuned to this magic weapon. The axe has 1d4 + 2 charges. When you
these gloves, you can make sleight of hand checks from up to hit an enemy, you may spend 1 charge to have them make a
10-feet away. Additionally, once per long rest as a bonus DC 15 strength saving throw or be knocked prone. You may
action, you can give all your melee weapons a reach of 10- also cast Mold Earth once per short or long rest. The axe
feet. regains 1d4 charges each dawn.
Spells You can spend 1 or more charges to cast the
Distance Bow following spells with a DC of 14: Catapult (2 Charges),
Earthbind (1 Charge), Erupting Earth (3 Charges) or
Weapon (Shortbow or Longbow), uncommon Stoneskin (3 Charges).
These bows have elvish symbols for speed, flight and target
engraved into them. The bow and string are both made of Earthen Shovel
wonderful material as well. The short range and long range
are increased by 10 and 20 feet, respectively. Wondrous Item, Common
This shovel is quite normal, although the handle of it
appears to be made of stone. By digging this shovel into the
Dragon Powder ground, you can cast Mold Earth, targeting the location the
Potion, Legendary shovel is in.
Made from the heart, crushed scales and teeth of a dragon,
this draught tastes rancid but has very useful effects. When Ebon Armor
you drink this potion, you regain 100 hit points, cures you of
any disease or poison affecting you but then you gain 2 levels Armor (Any medium), Very Rare (Requires Attunement)
of exhaustion as your body feels extremely hot and the taste This black armor's breastplate is detailed with small skulls
makes you feel nauseous. at its joints and breastplate, as if it had been crafted for an
undead warrior. While attuned to this armor, you gain a +1
Dual Quarry bonus to AC and have resistance to necrotic damage.
Additionally, whenever a creature dies within 5-feet of you,
Ammunition, very Rare you gain temporary hit points equal to its challenge rating
This form of ammo is fused together or merely has twice (Minimum 1).
the driving force as a normal shot. When you hit a creature
with this ammo, you roll twice for damage and can pick either Ebon Gauntlets
result for damage. Once it hits a target, the ammunition is no
longer magical. Wondrous Item, Very Rare (Requires Attunement)
The inner palms of these black gauntlets are covered with
small metal studs. Touching the studs causes a faint sense of
Dust of Disenchantment nausea to course through you. While attuned to this gloves,
Consumable, Rare you have resistance against disease. Additionally, whenever a
The sparkling silver dust periodically renewed within this creature fails to escape your grapple, you may spend your
leather pouch can suppress the effects of magic. This pouch reaction to attempt to imbed the studs into the creature. The
has 1d6 + 1 pinches of dust. You may sprinkle one pinch of creature makes a constitution saving throw against a DC of (8
dust to cast Dispel Magic at 3rd level. You may use multiple + Your proficiency modifier + your strength modifier) or
pinches to increase the level by 1 per additional pinch. become poisoned for the next minute
Earth-Splitter Axe
Elixir of Luck Ever-Fading Armor
Potion, Very Rare Armor (Any Light), Rare (Requires attunement)
Inside this bottle is a strange mix of dark fragments and a This suit of armor has the tendency to fade away if you
clear white liquid. When you drink this potion, much of your don't look at it for too long. Quite annoying when checking
skin becomes cleaner and brighter. For the next minute, you stock. While attuned to this armor, you can become invisible
may gain advantage on an ability check, saving throw or and hide as a bonus action. The invisibility last for 30
attack roll. You may only gain the benefits of this potion once seconds or until you lose concentration, whichever comes
every five days. first. You may only use this ability once per long rest.
Ever-Fading Armor
Farslayer Blade Firesight Ammunition
Longsword, Very Rare (Requires Attunement) Ammunition, Rare
This weapon is made of a light metal and has When this bolt strikes its target, the shaft explodes in a
counterbalances built into the hilt, making it surprisingly easy burst of white illuminating sparks cover your foe. When you
to throw. The best part is it comes back, so try to wear a hit a target with this ammo, that creature cannot benefit from
helmet. You gain a +1 bonus to attack and damage rolls with any form of cover until the beginning of your next turn as it's
this weapon. This weapon has the thrown property, a range of body shines brightly and attracts attacks. Once this
(25/50) and deals 1d10 damage when thrown. When you ammunition hits a target, it is no longer magical.
throw the weapon in this way, it returns to your hand.
Firestorm Ammunition
Feyslaughter Weapon Ammunition, Very Rare
Weapon (Any that does bludgeoning damage), Rare The charred wood of this arrow seems to shimmer with
Being made of cold iron, this weapon is a bane of fey and heat. When you hit a target with this ammo, that creature and
teleporting creatures, and its blackened hue is favored by all creatures within 5-feet of that creature make a DC 15
many hunters. You gain a +1 bonus to attack and damage dexterity saving throw. The target takes 2d6 fire damage on a
rolls with this weapon. When you hit a fey creature with this failed save or half as much on a successful one. Once this
weapon, that creatures an additional 2d6 cold damage and ammunition hits a target, it is no longer magical.
cannot teleport or use any kind of special movement until the
start of your next turn. Fists of Fisticuffs
Wondrous Item, Rare
Fimbulwinter The mage who created this magic item found a way to
Greatsword, Artifact (Requires Attunement) make the focus of his magic his muscles. Many mages
This blade has several dangerous effects attached to its disapproved of him and referred to him as "muscle wizard".
frozen demeanor. For one thing, if the blade is buried in the While wearing these gargoyle-shaped gauntlets, you gain a +1
ground, the surrounding area will begin to freeze over. Any bonus to attack and damage rolls when using your fists and
natural creature that steps onto the frozen land begins to the damage die for your fists are 1d6.
mutate into one more suited to cold climates. There is a story
that this blade caused a fourth of a continent to become a Flagon of Ale Procurement
frozen wasteland with beasts whose mere touch could freeze Wondrous Item, Rare
one's blood. A flagon that was forged, by a very, Very thirsty dwarf, and
Effects You gain a +2 bonus to attack and damage rolls sworn to lead you to some beverage. While holding the
with this weapon while attuned to it. Additionally, this tankard, you know the direction to the closest alcoholic
weapon deals an additional 1d8 cold damage with every hit beverage nearby. If you are a dwarf and hold the flagon, you
and you are able to cast Investiture of Ice once per long rest. are also aware of the closest number of ingredients suited to
However, any nonmagical flames within 50-feet of you are making alcohol.
extinguished, you are vulnerable to fire damage and you gain
2 levels of exhaustion when you first attune to this item.
Frostbitten Blade Whenever you hit a creature of
Flail of Winds
challenge rating 5 or less with this weapon, they must make a Flail, Uncommon
constitution saving throw of DC (10 + your constitution You gain a +1 bonus to attack and damage rolls with this
modifier + your strength modifier) or become frozen in ice. weapon and whenever you hit a creature with this weapon,
Plant creatures have disadvantage on this check. The ice they make a constitution saving throw with a DC equal to 10
melts over 8 hours. The creature is counted as being petrified or the amount of damage you dealt, whichever is higher, or be
until the ice melts. Additionally, whenever you attack a pushed 5-ft away from you.
creature of challenge rating 0 or an inanimate plant, the
target is instantly frozen solid. This ice does not melt and any Flamedrinker Shield
damage to this frozen creature shatters it.
Shield, Rare (Requires Attunement)
This shield swirls with golden and vermillion hues as fires
Firebeetle Potion disappear as they touch it. While attuned to this shield, you
Potion, Uncommon have resistance to fire damage and advantage on saving
Your eyes glow faintly and your skin darkens and takes on a throws that would deal fire damage.
chitinous texture when you imbibe this red, smoky potion. For
the next 10 minutes after drinking this potion, you shed Flaming Bracers
bright light in a radius of 10-feet and dim light for another 10-
Wondrous Item, Very Rare (Requires Attunement)
feet and have resistance to fire damage.
These soot black bracers feel warm to the touch and
constantly keep the wielder feeling hot blooded. While
attuned to these gauntlets, you have resistance to fire damage
and weapon you wield deal magical fire damage instead of
their normal damage.
Firesight Ammunition
Flaring Shield Fortification Armor
Shield, Rare Armor (Heavy), Very Rare (Requires Attunement)
Whenever this shield blocks a blow, a blinding flash of light This armor has extra protection in the more... Vulnerable
comes from the striking point. When a creature misses you areas of the body. This armor gives you a magical +1 bonus to
with an attack, you can use your reaction to try to blind them. your AC and whenever you are hit with a critical attack, you
They make a DC 13 saving throw or become blinded until the may roll 1d20. If you get a 18-20, the critical becomes a
end of their next turn. A creature immune to being blinded or normal hit.
a creature that has blindsight is immune to this. This power
can only be used once per short or long rest. Fragment of The Chaotic Ripple
Wondrous Item, Artifact (Requires Attunement)
Floating Shield This large glob of kaleidoscopic ooze has the strange
Shield, Uncommon tendency to become anything the user desires. While attuned
Enameled with images of ocean waves, this shield eases to this item, you can transform it into any magical item that is
your way in water. You do not sink beneath the surface of any very rare or lesser rarity that you have seen. You count as
liquid (unless you choose to do so). Also, you advantage on having attunement for that item so long as you are attuned to
Athletics checks to swim. Also, you can swim at your speed this item. The fragment reverts to its normal form at the end
on the surface of the water (but not underwater). of your next long rest. This power can only be activated once
per day.
Foe Stone
Frightful Axe
Wondrous Item, Very Rare
This lodestone is set into a chain, and when aimed toward Weapon (Any Axe), Uncommon
an enemy, it grants you understanding of your foes’ These axes strike fear into a large number of people and
weaknesses. As an action, you can point the stone at any their cold black metal doesn't help to change that claim.
creature and learn all resistances, immunities and Whenever you hit a creature with this weapon, they make a
weaknesses. DC 13 Charisma saving throw or be frightened until the end
of their next turn. A creature immune to being frightened is
Forceful Bow immune to this effect.
Fortification Armor
Gambit Armor Gloves of Grace
Studded Leather, Very Rare (Requires Attunement) Wondrous Item, Rare (Requires Attunement)
Made for those who like to take chances in battle, this Most of these light gloves are porcelaon white but the
armor lets you risk your own safety for a better chance to wrists each have a red cross across them. While attuned to
harm enemies. While attuned to this armor, you gain a +2 these gloves, you can cast the Spare the dying cantrip once
bonus to AC and whenever a creature hits you with a critical, per short or long rest. Also, you may touch a creature as a
you can score a critical on them with a roll of 17 or higher. bonus action and let them immediately make a saving throw
Additionally, once per day, you can use a bonus action to gain against one effect that they have. If they would fail the saving
advantage on all your attacks for the turn, however all attacks throw, there is no effect nor would the effect worsen. You may
against you have advantage. only use this power once per long rest.
Gloves of Accuracy
Wondrous Item, Rare (Requires Attunement)
These leather gloves help to slow your pulse while aiming
at decently intelligent characters. Once per long rest, while
attuned to these gloves, you may use your bonus action to
ignore half cover until the end of your turn.
Gloves of Grace
Grizzly Gauntlets Hammer of Ultimate Destruction
Wondrous Item, Very Rare (Requires Attunement) And Obliteration
Gauntlets is a strong term for these gauntlets that Weapon (Any Hammer), Legendary
resemble entire claws and paws of bears that gloves for a Alright, first of all, do you just hate anything that doesn't
human. While attuned to these gauntlets, you have advantage fight back? Second of all, this is perfect for when you want
on grappling creatures and escaping grapples. Additionally, something to no longer exist. Whenever you attack an
when you are grappling a creature and it fails to escape, you inanimate object with this weapon, you deal an additional
can use your reaction to deal 1d10 plus strength modifier 100 bludgeoning damage to it. If you destroy an inanimate
slashing damage to the creature. This damage is magical for object in this way, all fragments of that item disappear into
the purpose of overcoming resistance. You cannot increase the astral plane.
the damage of this in any way.
Hand Of Midas
Gravespawn Potion Wondrous Item, Artifact
Potion, Very Rare Many people know of Midas and how his hubris doomed
This deep purple, putrescent liquid fends off diseases and him, fewer know that his hand survived past his death. Once
poisons. After drinking this potion, you are resistant to poison per day, you may touch an object with the hand and make that
and necrotic damage and have advantage on saving throws object turn into an amount of gold coins equal to its weight.
against disease for the next 30 minutes. However, the user must make a Dc 20 constitution saving
throw or be petrified by being turned to gold.
Half-Axe
Greataxe, Rare Handyman Hammer
This axe is segmented across the blade and with a small Light Hammer, Common
amount of heft, pops off into 2 smaller versions. You gain a +1 This simple hammer is used by many well-known
bonus to attack and damage rolls with this magic weapon. As craftsmen in order to simply their job. Any nonliving object
an action, you may split the axe into two handaxes. The hit with this hammer has the Mending Cantrip cast on it.
handaxes also have the bonus to attack and damage rolls. You
may spend another action to turn them back into a greataxe. Hanging Doorway
Wondrous Item, Very Rare
Halfling Boots This plain wall hanging illustrates a doorway, which a word
Wondrous Item, Uncommon (Requires Attunement) of opening causes to become a true passage. Whenever you
This shoes may seem to be fit for a child but very quickly place this tapestry on a wall, you may say it's command word.
after attuning to them, they fit, albeit a bit tighter than most If you do, it becomes an actual door which leads to a 5-ft by
would enjoy. While wearing these shoes, you gain the ability 25-ft passageway. This passageway lasts for 1 hour or until a
to move through the space of any creature that is larger than creature removes the tapestry, whichever comes first. If a
you. creature is still within the passageway when it vanishes, it is
shunted out to the nearest unoccupied space.
Hammer of Destruction
Weapon (Any Hammer), Common Heart-Touch Gauntlets
No matter how weak the wielder is, the mere heft of this Wondrous Item, Rare
hammer could easily break anything. You deal an additional These elegant gold bracelets feel warm to the touch. As
1d6 bludgeoning damage to inanimate objects and all soon as you don one, you feel the vacancy of the other until it
damage you deal to inanimate objects with this weapon is too is worn and your bracelet beats with the pulse of another
doubled. heart. When you wear one of these bracelets, you are aware if
the other bracelet of the pair is worn. If that person’s heart
Hammer of Greater Destruction beats, you feel it in your bracelet, allowing you to know how
fast or slow the person’s heart is beating. In addition, you are
Weapon (Any Hammer), Rare
aware if that person is below half of its maximum hit points,
This is the kind of weapon that says that you just really
stunned, dazed, or unconscious. The wearer of the other
hate stuff that doesn't move. Whenever you attack an
bracelet in the pair is aware of the same things in regard to
inanimate item with this weapon, you deal maximum damage
you as long as you wear the heart-touch bracelet.
to it and you deal an additional 20 bludgeoning damage to
inanimate items.
Helm of Swift Punishment
Wondrous Item, Rare (Requires Attunement)
Your foes soon learn the error of ignoring the threat you
pose when you wear this gothic helmet. While attuned to this
helm, you gain an additional reaction during each round of
combat but cannot hit the same creature twice with
opportunity attacks.
Mental Whetstone
While attuned to these gauntlets, you gain expertise (You
Muleback Harness add double your proficency modifier to the corresponding
Wondrous Item, Uncommon (Requires Attunement) check) in stealth. These claws also function as a pair of +2
This belt would equally suit a beast of burden or a human daggers that deal an additional 2d4 necrotic damage on a hit.
version of the same thing. While attuned to this item, your Additionally, whenever you roll an attack roll of a 20 with
carrying weight, pull weight and push weight are tripled. these claws, you rip out the target's skull. The creature dies if
it can't survive without it's skull. A creature is immune to this
Neko's Nightmare effect if they are immune to slashing damage, doesn't have or
need a head, has legendary actions or the DM decides it's
Wondrous Item, Uncommon
skull is too large. Such a creature takes an extra 3d8 necrotic
This cat's eye necklace strikes fear into all sorts of feline
damage from the hit.
creatures, no matter the size. Any feline creature that can see
this necklace must make a DC 13 Intelligence saving throw
or be frightened of the wearer for 1 hour. The creature can Null Rod
repeat the saving throw once a minute if it cannot see the Wondrous Item, Legendary
necklace. A creature that succeeds on this saving throw is The Null Rod is hunted after by many liches, high wizards,
immune to the effects for 24 hours. gods and even dragons. The Null Rod nullifies all magic in a
10ft cube around it. This includes magic items, spells, spell
Nekonomicon effects and all damage from magical sources. If it is put into a
bag of holding or similar object, the item ceases to function
Wondrous Item, Rare
and will only hold the rod. This does not negate the rod's
Made from the cast off fur of felines and a weed that is
ability. The Null Rod is also immune to all damage, making it
known for attracting cats, this tome is a sacred item to cat
nigh impossible to destroy.
lovers everywhere. You can use this book to perform the cat
summoning ritual, which lasts 10 minutes, to summon 1 cat
that looks as you choose. Only one cat can be summoned Occult Weapon
each dawn. Weapon (Any), Rare
Just looking at this otherworldly weapon makes your mind
Night's Veil hurt, in varying amounts. You gain a +1 bonus to attack and
damage rolls. Additionally, as a bonus action, you can change
Wondrous Item, Legendary (Requires Attunement)
this weapon's damage to psychic or back to its normal
Most of this purple veil is unremarkable to the normal
damage.
person. The only part of it that is different about it is a large
dark purple eye with the phrase "stay away from the dog p-"
partially scratched out beneath it. While attuned to this veil, a Oceanic Oar
faint static like noise drones in the back of your mind and for Wondrous Item, Uncommon
some unknown reason and you refer to music as the weather. This oar, made of driftwood, has a multitude of seashells
You also gain the ability to see a being's true form by and waves engraved into it's wood. You can cast Shape Water
performing a ritual that lasts 25 minutes but you must have on any source of water you touch with this oar.
an image of the target to do so. You also have advantage on
persuasion checks on creatures with equal to or greater Oil of Flesh Returned
charisma that you and can cast Invisibility on yourself once
per long rest. Consumable, Rare
This milky-white oil, made from the blood and eyes of
basilisks, returns petrified creatures to flesh and bone. You
Nimble Shoes can apply the oil to a petrified creature to cure them of their
Wondrous Item, Uncommon petrification. This process takes 5 minutes. One vial has
These small shoes, that seem to fit any creature, help with enough oil to cure one creature.
flexibility and agility. While wearing these shoes, you have
advantage against being knocked prone or moved by another Onslaught Ammunition
creature.
Ammunition, Rare
When you hit an enemy with this ammunition, it glows
Noire Claws bright red, signaling your allies to attack. Any target hit with
Wondrous Item, Legendary (Requires Attunement by an evil this ammunition grants advantage to the next attack against it
creature) by a creature other than the shooter. Once it hits a target, the
Rumors tell that these gauntlets have been worn by Neira; ammunition is no longer magical.
the goddess of murder herself, who infused them to the very
core with her dark magic. Not many are brave enough to even
come near the Noire Claws, though; partly due to their
morbid reputation, partly to the faint but ever present smell of
death that always surrounds them, and partly due to the
suspicious, reddish stains that cover the tips of the razor
sharp claws.
Pain Gloves Potion of Eladrin Shape
Wondrous Item, Rare Potion, Uncommon
Whenever you ask a question while wearing this glove, you A crystal vial contains a milky green liquid that smells
take 2d8 lightning damage and learn the answer to that simultaneously of hot iron and pine forest. The sharp tang of
question. This damage ignores resistances and cannot be its flavor leads to the power to take on another form. After
reduced in any way. drinking this potion, you assume the form of an eladrin, as
Cursed: You cannot willingly remove this glove and you though the spell Disguise Self was cast on you, for up to 1
must suceed a DC 14 intelligence saving throw whenever hour. You can end the disguise as a bonus action.
divulges information to you or you ask a question about the
information. Potion of Elven Swiftness
Potion, Rare
Parrying Weapon Smelling of red fruit and tasting somewhat alcoholic, this
Weapon (Any), Uncommon wine-like potion offers its drinker the power to move easily
Anyone wielding this weapon never truly drops their and more quickly, albeit for a short period of time. When you
defenses. While wielding this weapon, you can spend your drink this potion, your speed increases by 10-feet for the next
reaction to gain a +2 bonus to AC against a single attack 5 minutes.
against you.
Potion Of Lifeshield
Phantom Bridle Potion, Rare
Reagent, Rare You may drink this potion to become immune to necrotic
By using this decrepit bridle, more spectral steeds are damage for the next 5 minutes. After you are hit by an attack
attracted by your ritual. After you cast the Phantom Steed that deals necrotic damage, you lose your immunity. The
ritual and use this bridle during it, the ritual creates an potion itself has a lemony taste for having leaves and fur of a
additional Steed. Up to 2 additional steeds can be created at a mastiff in it.
time.
Potion of Vigor
Plaster of Aid Potion, Rare
Consumable Item, Common You may drink this potion to gain 2d6 + 4 temporary hit
This small piece of cloth, lathered on one side with points. The potion itself is vermillion in hue and tastes of
medicinal paste, helps minor injuries. When this item is strawberries and blood.
applied on a living creature, that creature regains 6 hit points.
After being applied on a creature, it loses all magical effects. Potion of Water Walking
Potion, Very Rare
Polygot Gem A tiny clay pot holds within it a malodorous glop, which, if
Wondrous Item, Rare choked down in one swallow, grants the consumer the power
A polygot gem is infused with the lexicon of an entire to walk over water. When you drink this potion, you are under
language upon its creation and commonly made from the effect of the Water Walk spell for the next hour.
different gems based on that language. Yet, these gems are
fickle and rarely work when close to another of its kind. Pouch of Platinum
Scholars and most of those that use them do not known the Wondrous Item, Very Rare
real reason why. As long as you carry one of these gems on With this decently sized, black satin pouch, engraved with
your person, you are able to speak, read and write a language multiple symbols for currency, any gemstones or coins placed
fluently. That language is chosen upon creating the polygot into the pouch and left to sit for 1 minute turns into an equal
gem. Polygot gems will not function if there are multiple in a amount of platinum pieces. Any currency that would not
single person's possession. make 1 platinum piece does not change.
Reading Spectacles
Rimewrought Armor Ring of Eladrin Grace
Armor (Splint or Plate), Very Rare (Requires Attunement) Ring, Very Rare (Requires Attunement)
The plates of this armor are crafted from ice obtained This ring was forged in the heart of the feywild and it most
directly from the land of Fimbulwinter. This ice gives the commonly worn by eladrin or high elf nobility. While attuned
armor a constant cold feel and look, almost like frosted glass. to this ring, you cannot be put asleep by any magical effect,
While attuned to this armor, you gain a +1 bonus to AC. you cannot be put to sleep by magic and you may cast Misty
Additionally, you have resistance to cold damage and ignore Step once per long rest.
difficult terrain caused by ice, sleet or snow.
Ring Of Elemental Mastery
Ring of Adaptation Ring, Legendary (Requires Attunement)
Ring, Rare (Requires Attunement) This ring is embedded with 4 small gemstones, each with
This silvery metal loop is engraved with Primordial runes, their own special gleam that helps to calm you. The gems are
helping the wearer survive harsh temperatures. While a breathtaking ruby, deep blue sapphire, a crystalline citrine
attuned to this ring, you can withstand temperatures between and an earthen quartz. While attuned to this ring, you have
negative 20 degrees and 140 degrees without any harmful resistance to acid, cold, fire, lightning and thunder damage.
effects.
Ring of Fearlessness
Ring of Arcane Information Ring, Very Rare (Requires Attunement)
Ring, Rare With this black and gold ring, you never back down from a
This soft metal ring helps you discern the nature of arcane fight, be it a kobold or elder dragon. You are immune to the
phenomena. While wearing this ring, you have advantage on frightened condition and you can use your reaction to give an
arcana checks and can cast Detect Magic as a ritual once per ally advantage on a saving throw that would make them
long rest. frightened.
Ring Of Optimism
While attuned to this finger guard shaped ring, all non
Ring of Truesight humanoid creatures are beasts for the purpose of wildshape.
Ring, Very Rare (Requires Attunement) You cannot wildshape into a creature with the ability to
This silver ring has a strange eagle-like creature motif as petrify, cast spells or have legendary actions. You must still
an engraving. Rhis ring assists you in seeing what is real or follow the normal rules of your wildshape. However, you
not. While attuned to this ring, you gain darkvision of 60-ft or regain only 1 hit die during a long rest and there is a 50%
increase your range of darkvision by 60-ft. Additionally, once chance that at the end of a long rest parts of your body
per long rest, you may spend your action to gain truesight of become covered in fur, hair, scales, feathers or any of these
15-ft. fall off.
Shielding Greatsword
Slick Armor Songbow Of Lullabies
Armor (Any), Uncommon Weapon (Any Bow or Crossbow) Very Rare (Requires
A majority of this armor is slimy due to reasons beyond our Attunement by a Bard)
understanding. Yes, including there. No, I don't know why You gain a +1 bonus to attack and damage rolls with this
that area is slimy. Creatures have disadavantage on Atheltics bow. In addition, you may use this bow as a bardic focus and
checks to grapple you. gain a +1 bonus to your bard spell attack rolls and your bard
spell save DC when you do.
Sniper's Crossbow This songbow has 3 charges. You may use the Sleep spell
at 2nd level at only 1 creature by expending 1 charge. This
Weapon (Any Crossbow), Rare songbow regains 1d3 charges every long rest.
Every bolt from this crossbow fires straight, ignoring most
wind hazards and in some cases, gravity. You gain a +1 bonus Songward Shield
to attack and damage rolls with this weapon and you do not
have disadvantage on attack rolls outside of this weapon's Shield, Rare (Requires Attunement)
normal range. This shield gives off a constant hum that seems to tune out
most noises, good for sleeping on too. While attuned to this
shield, you have resistance to thunder damage and advantage
Sodding Dust to saving throws against attacks that would deal thunder
Consumable, Uncommon damage.
This green dust can grow a beautiful lawn in but only an
hour. You can sprinkle this dust over any barren grown and it Soulwarding Armor
becomes normal grass, spreading out from the location you
sprinkled it on. One use of this dust can cover an area of a 50- Armor (Any medium or heavy), Very Rare
ft circle with grass. This armor is coated with multiple holy symbols and gives
you hope as the undying horde approaches. While wearing
Sol Luna this armor, you have resistance to damage from undead
creatures and your maximum hitpoints cannot be decreased.
Weapon (Any Sword), Legendary (Requires Attunement)
This weapon is strange due to how it changes from an ivory Space-Bending Greatsword
blade with white flames to a midnight black saber whose's
touch freezes to the bone. You gain a +1 bonus to attack and Greatsword, Very Rare (Requires Attunement)
damage rolls with this weapon, no matter what form it is This weapon's blade is made of a strange metal that is
in.During daylight hours, this is a Flame Tongue weapon and reminiscent to the nigh sky and feels quite light. Perhaps it's
during night hours, This weapon is a Frost Brand Weapon. not really in your hand? Who knows. You gain a +1 bonus to
During dawn or dusk, this weapon is a +1 magic weapon as it attack and damage rolls. Additionally, you can attack a
is beginning the process of changing. creature within 20-feet of this weapon once per short or long
rest.
Sonata Wine
Space-Shifting Shot
Consumable, Rare
You cannot describe the scent or taste of this wine, which Ammunition, Rare
fills your head with beautiful music. You can drink this wine, When this eladrin-made arrow or bolt hits a target, a slight
as an action, to gain advantage on diplomacy and magical burst causes them to teleport to the feywild for only a
performance checks that inform music for the next hour. moment. When you hit a creature with this ammunition, that
creature is teleported 5-feet as it momentarily is sent to the
feywild. Once this ammunition hits a target, it is no longer
Songblade magical.
Weapon (Any Sword) Rare (Requires attunement)
Each swing with this blade sings as sweetly as the strings Spiked Jacket
of your instruments. You gain a +1 bonus to attack and
damage rolls with this sword. In addition, you may use this Leather Armor, Uncommon
sword as a bardic focus and gain a +1 bonus to your bard The spikes of this armor pierce the hands and flesh of any
spell save DC. creature that tries to throw you to the ground. Whenever a
creature tries to grab you while you wear this armor, that
Songbow creature takes 1d6 piercing damage and has disadvantage on
their atheletics check to grapple you.
Weapon (Any Bow or Crossbow) Rare (Requires Attunement
by a Bard) Spyglass Of Perception
This weapon's string is much closer in design to a lute
string but still knocks arrows as easily as a normal bow Wondrous Item, Rare
string. You gain a +1 bonus to attack and damage rolls with Peering through this handheld telescope brings the world
this bow. In addition, you may use this bow as a bardic focus into clearer focus. You gain a +5 bonus to perception checks
and gain a +1 bonus to your bard spell attack rolls. when looking through this eyeglass.
Songbow Of Lullabies
Staff Of Divinity Stonehold Ammunition
Quarterstaff, Uncommon Ammunition, Very Rare
The symbol of a great deity lies on the top of this staff. You This kind of ammo uses stone directly from the plane of
gain a +1 bonus to attack and damage rolls with this weapon. elemental earth. One shot from this can take down any
This staff also functions as a holy symbol. creature. Whenever you hit a creature with this ammo, they
must make a DC 15 Constitution saving throw or be
Staff of Knives immobilized until the end of their next turn. Once this
ammunition hits a target, it is no longer magical.
Quarterstaff, Uncommon
This staff is made of a very flexible metal, letting it easily Stormward Shield
harm or change as needed. As a bonus action, you may
change this staff into a dagger. You may use a bonus action to Shield, Rare (Requires Attunement)
change it back to a staff while in dagger form. This sheild has jagged edges that are similar to bolts of
lightning. While attuned to this shield, you have resistance to
Lightning damage and advantage to saving throws against
Staff Of the Faithful Arcanist attacks that would deal lightning damage.
Weapon (Quarterstaff), Rare
This alabaster staff has a deity's symbol atop it. This staff is Sunrod
perfect for those who believe their powers are a gift from
their god. You gain a +1 bonus to attack and damage rolls Wondrous Item, Common
with this weapon. Additionally, you can cast Cure Wounds or This elven tool is far superior to torches, at least, that's
Healing Word, at 1st level, once per long rest what they say... While holding this rod, you may cast light
using it and with it as the target.
Stalwart Belt
Supremely Vicious Weapon
Wondrous Item, Rare
Each time you deal a grievous wound to an enemy, you feel Weapon (Any), Very Rare
the invigorating power of this belt. Whenever you roll a 20 on This weapon was made with the following phrase in mind:
an attack roll while wearing this belt, you gain temporary hit Pure Lethality. Whenever you roll a 20 on your attack roll
points equal to your proficency modifier. with this magic weapon, the target takes an additional 3d8
damage of this weapon's type. This damage is not doubled or
rolled again due to a critical.
Starlight Goggles
Wondrous Item, Uncommon Survivor's Belt
These dark leather goggles sparkle with tiny silver studs,
aiding your vision in dim light. While weaing these goggles, Wondrous Item, Rare (Requires Attunement)
dim light is bright light for you. This belt is mostly patchwork, seemingly with only stitches
keeping it together. Some say wearing this belt held together
by a miracle will make you experience a miracle. While
Stella Saber Attuned to this belt, you have advantage on death saving
Rapier, Rare (Requires Attunement) throws.
This blade emulates the night sky, it's tip is blood red like a
star and the hand guard is a metal veil that is almost glass- Tactician's Helm
like. You gain a +1 bonus to attack and damage rolls with this
weapon and whenever you hit a creature with this weapon, Wondrous Item, Rare (Requires Attunement)
you deal an additional 1d6 radiant damage. You may also use This helm is fairly unremarkable except for the satin lining
your bonus action to make the saber shed dim light for 30- within it. While attuned to this helm, you may add your
feet. During night, you can use your action to make the tip of proficency modifier to your initiative roll and as a reaction to
the sword point north. rolling for initiative, you may exchange your roll for a willing
ally's roll.
Stinging Spear
Talisman of Repulsion
Weapon (Spear or Javelin), Rare
When you throw this spear, it moves so quickly that it could Wondrous Item, Very Rare (Requires Attunement)
pierce any shield, leaving dodging to be the only option to This necklace has a red chain and black pendant; you'd
survive. You gain a +1 bonus to attack and damage rolls with swear if they weren't connected, they be thrown across the
this weapon. When you throw this weapon, you do not target room from each other. While attuned to this item, you spend
AC. Instead, the target of the attack makes a dexterity saving your reaction after you are hit with a melee attack to force the
throw of DC (9+ Strength modifer + proficency modifer). On a attacker to make a strength saving throw (DC 17) or be
successful save, the attack does no damage and the spear pushed away from you by 10 ft and it cannot move closer to
returns to your hand. On a failure, you deal damage as normal you until the begining of your next turn.
and the spear is stuck in the target.
Stonehold Ammunition
Tempest Whetstone Trailblazing Horseshoes
Wondrous Item, Rare Wondrous Item, Very Rare
This unfinished iron whetstone lends your weapon a spark. Many breeders and racers search for these flame-like
You may spend 5 minutes sharpening a weapon with this horseshoes to give them an edge while riding. When you put
whetstone. If you do, that weapon counts as magical for the these horseshoes on a large or larger creature, all of it's
purpose of overcoming resistance and deals an additional speeds are increased by 20ft and ignores diffcult terrain.
1d4 lightning damage with it's attacks. The magical effect of
the whetstone only works on one weapon at a time. This Translator's Quill
effect last until your next long rest. Wondrous Item, Rare
Many diplomats, translators or people with similar
The Wunderkammer occupations collect and use these quills. Each quill differs in
Wondrous Item, Artifact look, but each language follows a certain theme. Whenever a
What appears to be a normal, unassuming, wardrobe holds creature writes with this quill, the writing is automatically
quite an enticing secret. If you utter the phrase "Allow me to turned into the language stored in the quill during it's
escort you to the Wunderkammer." While opening The creation. Each quill can only hold a single language.
Wunderkammer, it opens to an extradimensional space that
is a 100 by 100 square foot room. You can choose any Trick Coin
number of creatures when you do this, anything you do not Wondrous Item, Uncommon
choose cannot enter until you leave it. Although it seems to be a normal coin, whoever flips this
Whenever a magic item is placed in this room, a pedestal coin can decicide which side it lands on.
appears that explains what the item is and what it does. By
placing a sum of 1000 gold on a pedestal, the
Wunderkammer will explain the location of a very rare
Tuathan Friend Whistle
magical item within 100 miles of it's current location. The Wondrous Item, Uncommon
room will only stay open for X + 1 hours at a time, where X is As with most tuathan items, this whistle appears to be
the amount of different magic items in the room. The room made of wood with several animal engravings. You may use
also has a strange aura within it that prevents inhabitants your action to blow this whistle. All natural beasts of
from gaining the benefits of any rest while inside and makes challenge rating 1/8 or less within 100ft approach the person
it so that only a minute passes outside of the Wunderkammer who blew the whistle. These beasts are friendly and will do
while a person is inside. simple nondangerous tasks for the next 10 minutes. Any
damage dealt to any of the creatures makes the rest flee. You
Timelink Armor may only use this ability once per day.
Chain Mail, Legendary (Requires Attunement)
Most of the chains of this armor are reinforced pocket
Tuathan Road Whistle
watch chains. When nearby this armor that give of a very soft Wondrous Item, Rare
and continous ticking noise. Many people say that the wearer This magic item is a small whistle that looks to be made of
of this armor can never age yet it is still unknown if this wood but has the heft of stone. The user may blow the
rumor is true. While attuned to this armor, you have whistle and spend their action to create a path to a
advantage on dexterity saving throws and gain a +2 bonus to destination of their choosing. The path removes any and all
AC. This armor has 3 charges. You may expend one charge to inanimate obstructions, thus there is no difficult terrain. You
gain advantage on a single roll. It regains 1 charge at need a general idea of the location you are going to,
midnight as the armor makes soft sounds similiar to a bell otherwise the path will stop after 100ft. You may only use this
ringing. ability once per long rest.
Toy Chest
Wondrous Item, Uncommon
This toy resembles a small chest and can fit in a pocket.
Some say only a thousand of these chest were made by a
gifted blacksmith. It is said that bringing all of these chest
together will create a map to the city of mimics. While this
toy is on your person, you unconsciously walk towards chest
or chest-like objects. Mimics are also attracted to the scent of
this small chest and seem to increase in number when a
holder is nearby.
Trailblazing Horseshoes
Tuathan Torchdog Whistle Unicorn Spear
Wondrous Item, Rare Weapon (Spear or Lance), Legendary (Requires Attunement)
Compared to most tuathan whistles, this one has a more A brutal weapon that uses a unicorn's signature horn to
fiery design; the whistle is made of torchwood and barely slaughter your enemies and protect your allies. You gain a +2
makes a sound when you blow it. When you blow this whistle bonus to attack and damage rolls with this weapon. It has 3
as an action, 1d8 friendly Torchdogs approach you. They will charges. You may touch an ally as an action and expend 1
assist you for the next 6 hours at which point they will leave charge to heal them for 2d8 + 2 hit points as well as cure any
and return to their homes. You may only use this whistle once poisons or diseases afflicting them. Additionally, you are able
per long rest. to speak celestial while attuned to this weapon. The weapon
restores 1 charge at dawn.
Unicorn Spear
Virulent Whetstone Whetstone of Flame
Whetstone, Rare Whetstone, Rare
A sickly green hue is common for this whetstone that This obsidian slab radiates heat, even when in water or in a
provides a sickly hue to your weapon. You may spend 5 tundra. You may spend 5 minutes sharpening a weapon with
minutes sharpening a weapon with this whetstone. If you do, this whetstone. If you do, that weapon counts as magical for
that weapon now counts as magical for the purpose of the purpose of overcoming resistance and deals an additional
overcoming resistance and deals an additional 1d4 poison 1d4 fire damage with it's attacks. The magical effect of the
damage. The magical effect of the whetstone only works on whetstone only works on one weapon at a time. This effect
one weapon at a time. This effect last until your next long last until your next long rest.
rest.
Whetstone of Magic
Vitae Drinker Whetstone, Uncommon
Battleaxe, Legendary (Requires Attunement) This stone is perfect for sharpening weapons and has a
This axe has jagged head that resembles teeth, a chipped slight magical aura coming from it. You may spend 5 minutes
handle that digs into your arm and while holding it, you feel sharpening a weapon with this whetstone. If you do, that
the insatiable urge to kill. You gain a +3 bonus to attack and weapon counts as magical for the purpose of overcoming
damage rolls with this weapon. You also deal an additional resistance. The magical effect of the whetstone only works on
1d6 slashing damage you deal an additional 2d12 necrotic one weapon at a time. This effect last until your next long
damage to a creature you hit, however, if you do not reduce rest.
that creature to 0 hitpoints, you take 2d12 necrotic damage
that ignores your resistances and immunities. Whetstone Of Venom
Whetstone, Rare
Vortex Shield This sickly green stone offers a repulsive stench when
Shield, Very Rare (Requires Attunement) sharpening a weapon. You may spend 5 minutes sharpening a
While attuned to this shield, you may choose to fail a weapon with this whetstone. If you do, that weapon counts as
dexterity saving throw. If you do, all allies that would also take magical for the purpose of overcoming resistance. Whenever
the same saving throw gain advantage on their saving throw. a poison is applied to this weapon, the DC to overcome it is
You must decide before you make your saving throw. increased by 3. The magical effect of the whetstone only
works on one weapon at a time. This effect last until your
Wailing Songbow next long rest.
Whetstone of Flame
Yeti Pelt Armor
Hide Armor, Rare
Stripped from the pelt of a slain yeti, this armor gives you a
bit more warmth in frozen temperatures. You gain a +1 bonus
to AC while wearing this armor and you can withstand
temperatures of -50 degrees without any negative effects.
Yeux Argents
Wondrous Item, Rare (Requires Attunement)
This silver goggles fit very closely to your head, allowing
you to easily ignore them as you battle. While attuned to this
goggles, you cannot be blinded and have advantage on saving
throws against being petrified.
Zephyr Boots
Wondrous Item, Very Rare (Requires Attunement)
These light boots have the motif of feathers all over their
leather. While attuned to these boots, you gain a fly speed
equal to your speed + 5ft. Your fly speed is, however, slowed if
you are wearing medium or heavy armor. You cannot take fall
damage as you descend at a speed of 60 feet per round.
Figurines Of Wondrous Power
S
ome o the figures that belonged to the original Pearl Sea Horse (Rare)
collection either became far too rare to make or
merely, mages forgot how to make them. As with This figurine depicts an iridescent sea horse wearing a
the normal figurines, all of these figurines follow saddle. It can become a Giant Sea Horse for up to 8 hours.
the same rules as shown in the Dungeon Master's Any creature that rides the sea horse can breathe water as
Guide. All are wondrous items with varying though it was air. Once it has been used, it cannot be used
rarities. again for 2 days have passed.
S
ome of the mages that craft magic items imbue Blossoming Rose Tattoo
objects with their magic. Some imbue constructs
and there are a few that imbue dead bodies with Wondrous Item (Tattoo), Rare
their magic. A strange few mages imbue ink with This tattoo is favored by botanists and druids for the beauty
magic then draw on a person body. These tattoos, it creates. The most well-known design is a rose on the back
as the artists call them, are difficult to remove of a hand. Whenever you touch a plant with the hand this
and their effects vary. No person can handle that tattoo is on, that plant blooms into flowers.
much magic directly shot into their body. All but a select few
can only handle one magical tattoo, lest the effects become Burning Tattoo
reversed. Few mages know how to make these tattoos, let Wondrous Item (Tattoo), Uncommon
along make the rarer versions. Most commonfolk refer to Mages dislike making these uncreative tattoos but in the
these mages as artists for their trade is based solely on ink on common class, they are a mark of wealth or skill. Forges,
a medium, in this case flesh. fires, or a phoenix are common designs. While this tattoo is
on your body, you are immune to damage from natural flames
Acidic Tattoo and can tolerate temperatures above 100° fahrenheit without
Wondrous Item (Tattoo), Rare any negative effects
Commonly made with acid burns or with a sickly green
dye, these tattoos, commonly with a droplet shape, are brutal Brand of Sacrifice
to create and receive. While this tattoo is present on your Wondrous Item (Tattoo), Rare
flesh, you are immune to non-magical acid damage and you Few people wish to recieve this brand and even fewer know
treat it as though it was water. This effect is extended to of it's power. The brand is most commonly a diamond shape
anything being held or worn by you. on the nape of the neck. With this tattoo, you have advantage
on Intimidation checks on creatures that know what this
Armored Flesh Tattoo tattoo conveys. Normally, cultists or demon worshippers
Wondrous Item (Tattoo), Very Rare would know.
By melting the scales of dragond and wurms and turning
said mixture into ink, you can make your flesh decently Compass Rose Tattoo
harder. Commonly, the design is scales or something similar Wondrous Item (Tattoo), Uncommon
on your chest. While you wear this tattoo, you gain a +1 The most boring, design wise, for an artist to make, many
bonus to AC. refuse to even speak of this tattoo, excluding those of whom
are quite desperate. The design, much to the annoyance of
Beyond Tattoo artists, is, well, a compass rose. While wearing this tattoo, you
Wondrous Item (Tattoo), Very Rare always know which direction is north.
Commonly a design on the eyelid or eyes on the body, this
tattoo is beloved by many bodyguards and assistants in royal Devil's Tongue Brand
courts. with this tattoo, you may spend your bonus action to Wondrous Item (Tattoo), Legendary
gain truesight of 5ft around you for the next minute. You may Only the strangest and most powerful of demons know of
only use this power once every short or long rest. this design and the strange power it holds. The design is
always the branding of a heart on the target's tongue. With
Blanking the Canvas this tattoo, the user can make one person believe something
Consumable (Tattoo), Very Rare they do is good or right, no matter the action, for the target.
This is one of the primary ways artists replace or remove They must succeed a DC 18 charisma saving throw or fall for
tattoos from a person, willing or unwilling. Applying this the effects. The power can only be used once a full moon.
requires 10 minutes, assuming the creature is willing.
Unwilling creatures make the process take one hour. The Distracting Tattoo
creature must make a DC 20 - the artist's proficency modifer Wondrous Item (Tattoo), Rare
constitution saving throw. The creature takes 3d10 piercing These tattoos are mostly found on theives or people who
damage on a failed save and half as much on a successful dislike being caught. The designs are usually jesters,
one. Willing creatures have advantage on this saving throw. A fireworks, or colorful creations. When you take the dash
creature can only have their "canvas" blanked once every action, the first creature to make an opportunity attack has
month but each additional time the DC increases by 5. disadvantage on their attack roll.
Greatwing Tattoo
Lucky Solitaire Tattoo Skincloth Tattoo
Wondrous Item (Tattoo), Rare Wondrous Item (Tattoo), Legendary
Many adventures who consider themselves lucky get this Originally owned by a prisoner, she was able to escape with
tattoo in order to ensure their luck. Few survive, a group by using the power of this tattoo. The two known
unsurprisingly. The design is usually a diamon on the off designs are painted pieces of flesh and a star tattoo on the
hand of the wearer. Whenever you roll a 20 on an attack roll nape of the neck. While you wear this tattoo, you are able to
while you have this tattoo, you have advantage on your next move through any space as narrow as 1 inch wide without
saving throw during the battle. squeezing as your body unravels into string.
Skincloth Tattoo
Underdark Ink
Wondrous Item (Tattoo), Uncommon
Many drow decide that their more "uncooperative" slaves
should be punished in a way that fits the underdark. The
design is almost always two spider bites on the back of the
neck, using ink that from the spiders they are so proud of.
While you have this tattoo, you gain sunlight sensitivity, as
explained in the players handbook.
Waterborne Tattoo
Wondrous Item (Tattoo), Uncommon
Many mages get bored of these simplistic tattoos for
quickness of design space and how little room they require
on the body. Most of the designs include some sort of water
or aquatic symbol. With this tattoo, you may spend your
action to cause the tattoo to begin dripping fresh water. The
tattoo will drip enough water to fill 1 gallon. All water created
is safe to drink. You may only use the effect of this tattoo once
per long rest.
Wildchild Tattoo
Wondrous Item (Tattoo), Very Rare
Originally found drawn on an orphan found in the depths of
a jungle, the designs are quite varied by commonly invovle
animals in some way. The child was found with a large
handprint of a gorilla on it's chest. While wearing this tattoo,
you can speak with beasts of CR 1/8 or less as though you
shared a language.